MsH wrote:I didn't modify barrels from the previvous version of deadwood. How did they work then?

Well, in the previous version, there already was a barrel that had the same issue (near the wind-mill).

And one more thing: please ensure your textures and shader names are all lower case, e.g. change "Deadwood" into "deadwood". This should be true for both filenames as well as names inside the map and the shader-file. The reason is: under linux, case matters!

I realiased that I can only use textures that I have already used in my map for the barrel.1) So I removed barrels, saved and exit radiant.2) I open radiant again and made a brush with the texture I want my barrel to be.3) Save and exit and re-open radiant.4) Made the barrel with the texture I want it to be.

I still have a question though I don't need an answer: why this is made so silly way?

To make bots move, they need a goal. In bank robbery, you should ensure, the bags of gold are reachable for bots. Aside from that, you could add ai-nodes. Bots visit ai-nodes along a path to their main object (the gold) and sometimes even as a intermediate goal (temporary goal substitute). To add ai-nodes, check the in-game commands node_print, node_openfile, node_set and node_savefile. The last command will create a maps/br_deadwod.ai file in your SG user directory. Add this file to the deadwood1.2.pk3. Aside ai-nodes, bots will also seek out small money or weapons.

To understand more about the motivation of bots to move, read this post. Note, the bugs I meantioned are already fixed.

If you continue to work on your map again, check the sky texture (near the sheriff) and the tunnel texture.

I noticed that tunnel is "missing" textures. I first ran it with q3map2toolz and everything was correct. When I'm using the .pk3 file and go play it the normal way, there is no textures in tunnel. (btw why I can't see deadwood maps in singleplayer mode list? I used the /map command)

Just thinking that could the lighting style in tunnel cause that problem?They are flashing like candle fire.

And I updated DM version, made available to enter in church.Strange thing: compiling the map took 18 hours.. Before this update it took 30min.

EDIT:

TheDoctor wrote:If you continue to work on your map again, check the sky texture (near the sheriff) and the tunnel texture.

Thanks I fixed it

EDIT2: Thanks for the info TheDoctor, I added .ai file for br mode. I didn't see it necessary for dm mode since there are money entities everywhere and usually some players.